Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
⟩⟩
 Build
Pts 0 / 0
 Build
Pts 0 / 0
Origin
?
Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
i
Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
i
Display Name
This is the name that is displayed when your character speaks.
Intro Name
i
Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Background
i
Background
This is the background story of your character. Add any details on the character's past here.
?
Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
i
Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Advanced Affinity
i
Advanced Affinity
An advanced affinity is a special trait the character may have that allows them to use more magic. This is typically reserved for special characters or player characters. An advanced affinity either comes as an advanced elemental branch allowing the character to cast special magic, or as a secondary element.
Advanced Branch (CR 2)
i
Advanced Branch (CR 2)
An advanced branch is a second special trait the character may have that allows them to use more magic. It does not reveal itself until a character has reached Character Rank 2. It always comes as an advanced elemental branch allowing the character to cast special magic.
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
i
Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
?
Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
i
Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 15th Level it increases to 3. At 30th Level it increases to 4. At 50th Level it increases to 5.
Advancement
i
Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
i
Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
i
Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
/
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
i
Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
?
Training
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
⟩⟩
 Build
Pts 0 / 0
Training
?
Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
i
Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
/
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
i
Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
?
Knowledge
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
⟩⟩
 Build
Pts 0 / 0
Language
Walthair Languages
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
?
General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + [Character Rank]
?
Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Profession Lore
?
General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + [Character Rank]
?
Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Craftmanship Lore
?
General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + [Character Rank]
?
Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Geography Lore
?
General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + [Character Rank]
?
Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
History Lore
?
General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + [Character Rank]
?
Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Culture Lore
?
General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + [Character Rank]
?
Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Religion Lore
?
General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + [Character Rank]
?
Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Advancement
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
⟩⟩
 Build
Pts 0 / 0
Advancement
?
Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
Convert To Levels
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
i
Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 15th Level it increases to 3. At 30th Level it increases to 4. At 50th Level it increases to 5.
Advancement
i
Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
i
Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Jobs
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Vanguards
Fighter
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Fighter Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Fighter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 15]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Wild Swing
Reaction ; 1/Round
No Check; 1 Target
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 1 Weapon damage
1d3 Weapon damage
Tier 2 Techniques
Second Wind
Swift ; 1/Round
No Check;
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
Shrug It Off
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Heal [Character Rank x 2] Hit Points
Fighter's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Undaunted
Swift ; 1/Conflict; 4 EN; 1 Boon
No Check;
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
Fast Healing
Reaction ; 1/Round
No Check
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
Target gains 1 EN
A high survival weapon specialist that gains bonuses by being healed.
Sentinel
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Sentinel Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Sentinel Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the triggering defending character free move to each other's spaces and take the attack instead. The defending character may choose to be pushed up to 2 spaces in any direction instead of trading places.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
After the attack completes and if the triggering defending character is adjacent to you, you may trade places with the triggering defending character.
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Tier 2 Techniques
Defender
Reaction ; 1/Round
Skirmish; Range: 1; 1 Target
Trigger: You take damage.
Requirements: You may choose to not have a target.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + [Power] Weapon damage
Sentinel's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Distant Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of your Savior Technique increases to 1-3.
Sentinel's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Physicalward
Reaction ; 1/Round; 2 EN; 1 Boon
No Check
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Intercepting Dash
Reaction ; 1/Round
No Check; Range: 1-3; 1 Target
Trigger: A character moves within the range of this technique.
Before the target completes their move, you move next to them, causing them to be engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are Pulled 3 spaces towards the triggering character.
Target gains 1 EN
A mobile melee attacker that intercepts attacks and retaliates against the foe.
Bulwark
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Bulwark Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Bulwark Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Lasting Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, both the maximum duration the technique can be focused on and the duration the material will last increases to 1 hour.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Focus Material
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Permanent Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, you can pay half of the material cost in gold to make the material permanent by infusing gold into the structure of the material.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Solidify
Reaction ; 1/Round
Conjure; Range: 1-3;
Trigger: You use a [Materialize] technique to create an object.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's current and max HP increases by an amount equal to 2 x your Character Rank.
The target's current and max HP increases by an amount equal to 3 x your Character Rank.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Mold Cover
Reaction ; 1/Round
Conjure; Range: 1-3; Object 1
Trigger: A character in range is targeted by a melee attack and are adjacent to a structure you have created and are focusing on by using a [Materialize] technique.
Requirements: The target must be a structure you are focusing on that is adjacent to the triggering character.
You shield your ally by pulling a piece of your creation into the line of fire.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
The attacking character must instead attack the triggering structure.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Bulwark's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Bulwark's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Remake Conjury
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check
Trigger: You end focus on a [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Immediately use the same technique, ignoring its action and resource costs.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Maintenance
Reaction
No Check; Range: 1-5; Object 1
Trigger: You maintain focus on a [Materialize] technique.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
You gain 1 EN
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Warden's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
A defensive magic specialist that creates walls to protect allies and provide cover.
Warden
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Warden Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Warden Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Base Speed increases by 1
Ethereal Mantle
Swift ; 1/Round
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain a mantle. The mantle has HP equal to 5. When you take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Tier 2 Techniques
Ally Mantle
Swift ; 1/Round
Enchant; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to 5. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [2 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Reprisal Ward
Reaction ; 1/Round; 2 EN
Enchant; Range: 1-4; 1 Target
Trigger: A mantle you've created takes damage from a melee attack.
Requirements: The target must be the character that attacked your mantle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Energy damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
The target takes HP damage equal to the damage the mantle absorbed. Any damage over the mantle's HP is ignored in this way.
Mantle Shielding
Reaction ; 1/Round
No Check; Range: 1-4
Trigger: A mantle you've created is destroyed by damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any damage not taken by the mantle is halved.
Warden's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Great Mantle
Swift ; 1/Round; 1 Boon
Enchant; Range: 0-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to [5 x your Character Rank]. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any damage not taken by the mantle is ignored.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Healing Ward
Reaction ; 1/Round
No Check;
Trigger: A mantle you've created takes damage from an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2 Hit Points
You gain 1 EN
A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
Operators
Hunter
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Hunter Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Hunter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Assign Quarry
Swift ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your quarry for the next 5 minutes. You can only have one character assigned as your quarry at one time. Assigning a character as your quarry allows you to use certain techniques that require a quarry.
Hunter's Mark
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
You know how to pinpoint the weaknesses of your mark.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3 + [Character Rank] Weapon damage
Tier 2 Techniques
Seek Prey
Quick
Search; Range: 1-6; 1 Target
Requirements: Your target must be your Quarry and they must be hidden.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +2 Advantage on this skill check.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pinpoint
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Follow-Up Shot
Reaction ; 1/Round
Shoot; Range: 2-6; 1 Target
Trigger: An ally uses an Attack on your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Hunter's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
Bloodseeker
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Wildmark
Reaction ; 1/Round; 1 EN; 1 Boon
Shoot; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
A ranged attacker that chooses a quarry to hunt down and focus fire.
Sniper
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Sniper Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Sniper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Tier 2 Techniques
Longshot
Swift ; 1/Round; 2 EN
No Check
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by up to 4.
High Ground Range
Swift
No Check; Range: 2-12; 1 Target
Requirements: You must be at least 2 spaces higher in elevation than the chosen target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may increase the maximum range of the next Shoot-skill Technique you use on the target by up to 2.
Sniper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
Distant Energy
Reaction ; 1/Round
No Check; Range: 2-12; 1 Target
Trigger: You use an Attack Technique at its maximum range.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] damage
You gain 1 EN
Deadeye
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-12; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
A long range attacker that wants to gain as much distance as possible to attack from safety.
Trooper
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Trooper Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Trooper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Assign Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 1
You watch over an area for any mobility.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Quickdraw Instinct
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a quick action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Tier 2 Techniques
Fulldraw Instinct
Full ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a full action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
You fire a quick warning shot to stop them in their tracks.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Trooper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
Assign L. Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
EN Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Blackwatch
Reaction ; 1/Round; 3 EN; 1 Boon
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
Warmage
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Warmage Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Warmage Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Sculpt Spell
Reaction
No Check; Range: 1-6; 3 Targets
Trigger: You target multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
You shield your allies with ether to prevent them from taking damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your skill check automatically fails against the selected targets.
Tier 2 Techniques
Enlarge Spell
Swift ; 1/Round; 1 EN
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next technique you use that has a target of Blast has its size increased by 1. The technique must not have the [Focus] trait.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Pushing Blast
Reaction ; 1/Round
No Check; Range: 1-5; 3 Targets
Trigger: You deal damage to characters with a single technique.
Requirements: The targets must be among the triggering characters.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Warmage's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The Target gains +1 Advantage on their next Attack roll.
You gain 1 EN
Tier 3 Techniques
Arcane Impact
Reaction ; 1/Round
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The target must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1 + [Character Rank] Energy damage
You gain 1 EN
Arcane Burstspike
Reaction ; 1/Round; 2 EN; 1 Boon
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Artistry] Energy damage
An area attacker that specializes in magic that attacks large groups of people.
Athletes
Rogue
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Rogue Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Rogue Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 5 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Evasion increases by [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift ; 1/Round
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank] Weapon damage
Tier 2 Techniques
Disengage
Reaction ; 1/Round
No Check
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Base Move.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Cover
Reaction ; 1/Round
No Check
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Slip Past
Reaction ; 1/Round
No Check
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Assassinate
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 Weapon damage
A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
Brawler
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Brawler Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Brawler Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 25 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Heal Value increases by 10 + [Character Rank x 5]
Bullet Punch
Swift ; 1/Round
Grappling; Range: 1; 1 Target
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Tier 2 Techniques
Follow-Up Strike
Reaction ; 1/Turn
Grappling; Range: 1; 1 Target
Trigger: An adjacent character gains the Hindered condition.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Dodge
Reaction ; 1/Round
No Check
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Halve the damage taken.
Brawler's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Follow-Up Step
Reaction ; 1/Round
No Check
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Target gains 1 EN
Definitions:
Reactive Reposition
Reaction ; 1/Round; 2 EN
Grappling; Range: 1; 1 Target
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 spaces.
A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm their foes.
Kineticist
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Kineticist Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Kineticist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Accuracy
Brace increases by 2 + [Character Rank]
Def_Warding
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Kinetic Motion
Reaction
No Check
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction
No Check
Trigger: You throw a Bulk 15 or lighter item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a Bulk 15 or lighter object that is on your person.
Tier 2 Techniques
Anti-Air Shot
Reaction ; 1/Turn
Kinesis; Range: 2-3; 1 Target
Trigger: A character moves through the air.
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You immediately launch an object at those approaching from above where you can get a clear shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Kinetic Step
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Kineticist's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Kinetic Rush
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Target gains 1 EN
Definitions:
,
Retaliatory Burst
Reaction ; 1/Round
Kinesis; Burst 3
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2 + [Character Rank] Force damage
A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with thrown attacks.
Labourer
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Labourer Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Labourer Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Fortitude increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Long Haul
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you are asked to make an Physique skill check for the purposes of sustained effort, you do so with +1 Advantage.
Tier 2 Techniques
Efficient Labour
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When gathering resources, a labourer gathers double the normal amount of resources.
Lasting Focus
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain a focus effect for up to 2 hours.
Reserved Focus
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Labourer's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Reserved Energy
Reaction ; 1/Round
No Check;
Trigger: Your Energy drops to 1 or less.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Unfailing Endurance
Reaction ; 1/Day; 1 Boon
No Check;
Trigger: You fail a Physique skill check versus a flat DC.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat your skill check as if you rolled a 12.
Definitions: Flat DC
Flat DC
A flat DC is a term used to represent a DC that is a consistent DC and is not in opposition to a character.
A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
Waymakers
Bard
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Bard Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Bard Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Rally
Swift ; 1/Round
Inspire; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Tier 2 Techniques
Rebound Will
Reaction ; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Trigger: A character's WILL is reduced to zero but before they trigger a Will Break.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is reduced to 1 WILL instead.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Group Rally
Swift ; 1/Round; 3 EN
Inspire; Range: 1-5; 5 Targets
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Bard's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Tier 3 Techniques
Energized Rally
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You grant a target +1 advantage to a skill check.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Bardic Boon
Quick ; 1/Conflict; 1 Boon
Inspire; Range: 1-5; 1 Target
Your inspiring pressence grants them the inspiration to act.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains their Impulse Boon.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 EN
An entertainer that gives advantages to allies and restores their willpower.
Medic
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Medic Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Medic Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Quick
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Tier 2 Techniques
Emergency Care
Reaction ; 1/Round; 2 EN
No Check; Range: 1; 1 Target or Self
Trigger: A character takes damage.
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] + [Accuracy] Hit Points
Rapid Treatment
Swift ; 1/Round; 2 EN
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Medic's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Tier 3 Techniques
Medic's Expertise
Reaction
No Check; Range: 1-3; 1 Target or Self
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
You gain 1 EN
Benediction
Quick ; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Heal Value] Hit Points
Target loses all conditions of your choice
Definitions:
A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
Spellwright
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Spellwright Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Spellwright Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Focus Resonant
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Resonator] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Quicken Craft
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When crafting a blueprint, treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Shaped Conversion
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Transmute] or [Resonator] technique, you may treat the technique as if it also has the [Materialize] trait. Instead of targetting an existing material, you create material to replicate the effects in the target area.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
, Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Unshape
Reaction ; 1/Round
Shape; Range: 1-5; Object 1
Trigger: You use a [Dust] technique on an object.
Requirements: The target must be the triggering object.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Artistry] Energy damage
1d6 Energy damage
Spellwright's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Tier 3 Techniques
Memorize Shape
Passive
No Check
You impart the memory of the object into the dust so that it can easily reposition itself when remade.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you [Dust] an object, you may choose to memorize all of the details of the object. The object must fit within a 5 foot cube.
Once within the next week, you may recreate the object in precise detail as long as you use the exact same dust that was used to create the object.
You may keep the memory of up to two objects at a time in this way.
Definitions:
Maintain Transmute
Reaction
No Check; Range: 1-3;
Trigger: At round start you have an active [Focus] and [Transmute] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
You gain 1 EN
Definitions: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Quickcraft II
Swift ; 1 Boon
Shape; Range: 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 3 instead of 1.
A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
Strategists
Scholar
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Scholar Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Scholar Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick
No Check
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Tier 2 Techniques
Point of Clarity
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Requirements: A character fails a lore skill check and you are also trained in the skill.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may attempt the same skill check but with +1 advantage.
Swift Rebuttal
Reaction ; 1/Round
Rationalize; Range: 1-5; 1 Target
Trigger: A character makes a Rationalize skill check to pass off a lie or inaccuracy as fact.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Tier 3 Techniques
Energized Teacher
Reaction ; 1/Round
No Check
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change the non-Generic lore your Factual Reasoning targets.
You gain 1 EN
As You May Recall
Reaction ; 1/Day; 1 Boon
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
A collector of lore that gains bonuses when using their information to inform and detect lies.
Tactician
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Tactician Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Tactician Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Base Speed increases by 1
Planned Movement
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Tier 2 Techniques
Saw That Coming
Reaction
Analyze
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction ; 1/Round; 2 EN
No Check; Range: 1-3; 1 Target
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
You disengage from combat
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move up to 3 spaces.
Target may Move up to spaces.
Definitions:
Commanding Action
Quick ; 1/Round
Analyze; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to spaces.
You allow another character to use a Quick-action Technique.
Definitions:
Tactician's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Tier 3 Techniques
Energized Dash
Reaction ; 1/Round
No Check
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
You gain 1 EN
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Tactical Action
Swift ; 1/Round
No Check; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
A battlefield commander that repositions their allies into the optimal locations to attack.
Detective
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Both skilled in environmental and people analysis, a detective can detect anything out of place and reveal the truths of the world. When it comes to people, a detective is especially skilled at learning a character's motivations and can do with this information as they see fit. A detective gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the detective to reduce a character's willpower can be of a large boon to the detective as their own techniques can reduce it. The analyze skill shows up often in the detective's techniques as it is used both to find clues and analyze people. Having a high reason attribute can help with these checks.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Detective Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Detective Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Hide increases by 2 + [Character Rank]
Analytical Mind
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +1 Advantage on Analyze skill checks when looking for clues or tracks.
Lie Detector
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use Analyze instead of Empathy to discern if a character has lied.
Tier 2 Techniques
Gut Instinct
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.
Behavioral Insight
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related oppositional influence to the statement is revealed to you.
Detective's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Tier 3 Techniques
Influence Trail
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You unnerve a character as you delve into their inner most thoughts.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Discern Intent
Quick ; 1/Round; 1 Boon
Analyze; Range: 1-5; 1 Target
Requirements: Pose a request as part of this action.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If the target has an influence related to your request, it is revealed to you.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You learn the target's highest severity influence related to your request, supportive or oppositional. If they are equal, you may choose to learn one of them.
An investigator that analyzes locations and people to learn their influences and find the truth.
Magus
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Magus Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Magus Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 5 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Focus Envocation
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Shape Envocation
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you create an area of effect with an [Envoke] technique, you may choose any number of spaces that are not part of the area.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Binding Spell
Reaction ; 1/Round; 1 EN
Channel; Range: 1-4; 1 Target
Trigger: A character is about to leave the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
As they try to escape, you bind them with the latent ether in your envocation.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
The target's Move Charge reduces to zero and they immediately stop moving.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Magus' Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Tier 3 Techniques
Hindering Ether
Reaction ; 1/Round
Channel; Range: 1-4; 1 Target
Trigger: A character starts their turn in the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1 + [Character Rank] Energy damage
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
, Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Enlarge Envocation
Swift ; 1/Round; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next [Envoke] technique you use that has a target of Blast has its size increased by 1.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
Advocates
Empath
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Empath Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Empath Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 20 + [Intuition x 3] + [Character Rank x 15]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 2 + [Character Rank]
Calming Presence
Swift ; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 1 EN
Definitions:
Booned Counseling
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character gains an Emotion status.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
Definitions:
Tier 2 Techniques
Redirect Tension
Reaction ; 1/Round
Empathy; Range: 1-3; 1 Target
Trigger: A character in range is targeted by a Will attack.
You interject and take on the tension of the situation instead.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + [Charisma] Willpower
Build Understanding
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A character resists having an influence's severity shifted.
Requirements: The target must be the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Until the end of the turn, Attempts at shifting the severity of the same influence gains +1 advantage.
Empath's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Defuse Tension
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You heal a character's Will.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 Willpower
You gain 1 EN
An emotion expert that calms stress from will attacks and protects from those that would manipulate.
Merchant
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Merchant Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Merchant Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Scrutiny increases by 4 + [Character Rank]
Promote
Swift ; 1/Round
Charm; Range: 1-5; 1 Target
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Tier 2 Techniques
Rescind Request
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: You fail a request check with a character but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Patience by 1
Side Hustle
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: Favor increases with a character.
Requirements: The target must be a character that is not the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Merchant's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Energized Praise
Reaction
No Check; Range: 1-5; 1 Target
Trigger: You increase favor with a character.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 2
You gain 1 EN
Final Sale
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character's patience is reduced to zero but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
A social expert that convinces others of their requests through charming bargains and tact.
Orator
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Orator Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Orator Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Silver Tongue
Swift ; 1/Round
Misdirect; Range: 1-5; 1 Target
Your implication offers more than your words.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + 2 + [Character Rank] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Tier 2 Techniques
Evil Eye
Reaction ; 1/Round
Misdirect; Range: 1-5; 1 Target
Trigger: A character suffers from a Will Break.
Requirements: The target must be the triggering character.
Your piercing look unnerves immediately.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
This technique does nothing.
Coaxing Request
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you perform a Request check, you may treat the technique as if it has the [Brutal] trait.
Definitions: Brutal
Brutal
Effect Trait When this technique's effect has you roll dice, roll all dice twice and take only the highest results.
Orator's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Mesmerize
Reaction ; 1/Round
No Check; 1 Target
Trigger: You successful damage a character's WILL.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Suggestion
Full ; 1/Conflict; 1 Boon
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
A socialite that uses misdirection to imply and persuade others into following their requests.
Etherealist
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Etherealist Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Etherealist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 5 + [Character Rank]
Spirit Beacon
Full ; 1 EN
No Check; Range: 0;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a beacon of your location in the spirit realm. This allows you to see spirits out to 10 spaces from your location and speak to them from your beacon. The beacon moves with you as you move.
Pulse Reading
Reaction
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
Detect shifts in emotion by sensing subtle changes in their behaviour.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Until the end of the round, The next social skill check you use on the target character gains +1 Advantage.
Tier 2 Techniques
Spirit Walk
Full ; 1 EN
Resonance; Range: 1; 2 Targets
Requirements: The targets must be willing characters and may include self.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You transfer the targets' consciousness to the spirit realm. See rules for traversing the spirit realm for more information.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Harmonic Appeal
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and a supportive influence bonus is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related supportive influence to the statement is revealed to you.
Etherealist's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Mirror Motives
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You reflect the same values back at them.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Increase target's Favor by 1d3 + 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Expel Soul
Full ; 3 EN; 1 Boon
Resonance; Range: 1; 1 Target
You channel your energies into forcing a target into the spirit realm with your quick palm strike.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You force consciousness to leave the target's body and enter the spirit realm.
If the target has a spirit inside of them, instead the spirit is forced out of the body.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Spirit Sense
Quick
Resonance; Range: 1; 1 Target
You determine if a spirit resides within a creature or object.
vs. Freewill
vs. Freewill
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession.
You learn if a spirit resides inside the target.
A master of spirit communication that can transport themselves to the ethereal plane.
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Skills
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Active Skills
Fight
?
Finesse (QCK)
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Grappling (BOD)
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Might (BOD)
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Shoot (PRC)
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Skirmish (PRC)
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Throw (BOD)
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
Cast
?
Channel (CNV)
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Conjure (BOD)
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Enchant (QCK)
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Heal (INT)
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Kinesis (PRC)
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Shape (RSN)
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
Athletics
?
Agility (QCK)
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Physique (BOD)
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Sneak (PRC)
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
Social Skills
Persuade
?
Charm (INT)
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Inspire (CNV)
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Rationalize (RSN)
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
Cunning
?
Demoralize (CNV)
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Empathy (INT)
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Misdirect (CNV)
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
Technical Skills
Craft
?
Alchemy (RSN)
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Build (RSN)
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Cook (INT)
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Device
?
Palming (QCK)
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Pilot (QCK)
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Tinker (PRC)
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
Investigate
?
Analyze (RSN)
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Resonance (CNV)
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Search (INT)
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Attributes
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
⟩⟩
 Build
Pts 0 / 0
Attributes
Body
i
Body
Affected Stats
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 20 + [Character Rank x 15] + [Character Level] + [Body]Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
Precision
i
Precision
Affected Stats
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
Conviction
i
Conviction
Affected Stats
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
Intuition
i
Intuition
Affected Stats
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
Reason
i
Reason
Affected Stats
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Techniques
Character Creation
Techniques
Knowledge
Training
Exit
Finish
?
Techniques
Training
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Techniques
Advancement
Actions
Styles
Character
?
Styles
Actions
Styles
Character
?
Actions
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
 Job
Pts 0 / 0
 Standard
Pts 0 / 0
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Job Styles
Fighter
Fighter
Fighter
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fighter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 15]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Wild Swing
Reaction ; 1/Round
No Check; 1 Target
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 1 Weapon damage
1d3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind
Swift ; 1/Round
No Check;
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
Shrug It Off
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Heal [Character Rank x 2] Hit Points
Fighter's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Undaunted
Swift ; 1/Conflict; 4 EN; 1 Boon
No Check;
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
Fast Healing
Reaction ; 1/Round
No Check
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
Target gains 1 EN
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind II
Swift ; 1/Round; 3 EN
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
,
Sentinel
Sentinel
Sentinel
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sentinel Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the triggering defending character free move to each other's spaces and take the attack instead. The defending character may choose to be pushed up to 2 spaces in any direction instead of trading places.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
After the attack completes and if the triggering defending character is adjacent to you, you may trade places with the triggering defending character.
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defender
Reaction ; 1/Round
Skirmish; Range: 1; 1 Target
Trigger: You take damage.
Requirements: You may choose to not have a target.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + [Power] Weapon damage
Sentinel's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of your Savior Technique increases to 1-3.
Sentinel's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Physicalward
Reaction ; 1/Round; 2 EN; 1 Boon
No Check
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Intercepting Dash
Reaction ; 1/Round
No Check; Range: 1-3; 1 Target
Trigger: A character moves within the range of this technique.
Before the target completes their move, you move next to them, causing them to be engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are Pulled 3 spaces towards the triggering character.
Target gains 1 EN
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Increased Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Savior Technique limit is now 2/Round.
,
Bulwark
Bulwark
Bulwark
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bulwark Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Lasting Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, both the maximum duration the technique can be focused on and the duration the material will last increases to 1 hour.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Focus Material
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Permanent Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, you can pay half of the material cost in gold to make the material permanent by infusing gold into the structure of the material.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Solidify
Reaction ; 1/Round
Conjure; Range: 1-3;
Trigger: You use a [Materialize] technique to create an object.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's current and max HP increases by an amount equal to 2 x your Character Rank.
The target's current and max HP increases by an amount equal to 3 x your Character Rank.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Mold Cover
Reaction ; 1/Round
Conjure; Range: 1-3; Object 1
Trigger: A character in range is targeted by a melee attack and are adjacent to a structure you have created and are focusing on by using a [Materialize] technique.
Requirements: The target must be a structure you are focusing on that is adjacent to the triggering character.
You shield your ally by pulling a piece of your creation into the line of fire.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
The attacking character must instead attack the triggering structure.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Bulwark's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bulwark's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Remake Conjury
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check
Trigger: You end focus on a [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Immediately use the same technique, ignoring its action and resource costs.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Maintenance
Reaction
No Check; Range: 1-5; Object 1
Trigger: You maintain focus on a [Materialize] technique.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
You gain 1 EN
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Warden's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
,
Warden
Warden
Warden
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warden Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Base Speed increases by 1
Ethereal Mantle
Swift ; 1/Round
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain a mantle. The mantle has HP equal to 5. When you take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ally Mantle
Swift ; 1/Round
Enchant; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to 5. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [2 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Reprisal Ward
Reaction ; 1/Round; 2 EN
Enchant; Range: 1-4; 1 Target
Trigger: A mantle you've created takes damage from a melee attack.
Requirements: The target must be the character that attacked your mantle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Energy damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
The target takes HP damage equal to the damage the mantle absorbed. Any damage over the mantle's HP is ignored in this way.
Mantle Shielding
Reaction ; 1/Round
No Check; Range: 1-4
Trigger: A mantle you've created is destroyed by damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any damage not taken by the mantle is halved.
Warden's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Mantle
Swift ; 1/Round; 1 Boon
Enchant; Range: 0-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to [5 x your Character Rank]. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any damage not taken by the mantle is ignored.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Healing Ward
Reaction ; 1/Round
No Check;
Trigger: A mantle you've created takes damage from an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2 Hit Points
You gain 1 EN
,
Hunter
Hunter
Hunter
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hunter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Assign Quarry
Swift ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your quarry for the next 5 minutes. You can only have one character assigned as your quarry at one time. Assigning a character as your quarry allows you to use certain techniques that require a quarry.
Hunter's Mark
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
You know how to pinpoint the weaknesses of your mark.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seek Prey
Quick
Search; Range: 1-6; 1 Target
Requirements: Your target must be your Quarry and they must be hidden.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +2 Advantage on this skill check.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pinpoint
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Follow-Up Shot
Reaction ; 1/Round
Shoot; Range: 2-6; 1 Target
Trigger: An ally uses an Attack on your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Hunter's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bloodseeker
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Wildmark
Reaction ; 1/Round; 1 EN; 1 Boon
Shoot; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
,
Sniper
Sniper
Sniper
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Longshot
Swift ; 1/Round; 2 EN
No Check
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by up to 4.
High Ground Range
Swift
No Check; Range: 2-12; 1 Target
Requirements: You must be at least 2 spaces higher in elevation than the chosen target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may increase the maximum range of the next Shoot-skill Technique you use on the target by up to 2.
Sniper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Energy
Reaction ; 1/Round
No Check; Range: 2-12; 1 Target
Trigger: You use an Attack Technique at its maximum range.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] damage
You gain 1 EN
Deadeye
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-12; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Trooper
Trooper
Trooper
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trooper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Assign Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 1
You watch over an area for any mobility.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Quickdraw Instinct
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a quick action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulldraw Instinct
Full ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a full action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
You fire a quick warning shot to stop them in their tracks.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Trooper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assign L. Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
EN Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Blackwatch
Reaction ; 1/Round; 3 EN; 1 Boon
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Warmage
Warmage
Warmage
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warmage Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Sculpt Spell
Reaction
No Check; Range: 1-6; 3 Targets
Trigger: You target multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
You shield your allies with ether to prevent them from taking damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your skill check automatically fails against the selected targets.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enlarge Spell
Swift ; 1/Round; 1 EN
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next technique you use that has a target of Blast has its size increased by 1. The technique must not have the [Focus] trait.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Pushing Blast
Reaction ; 1/Round
No Check; Range: 1-5; 3 Targets
Trigger: You deal damage to characters with a single technique.
Requirements: The targets must be among the triggering characters.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Warmage's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The Target gains +1 Advantage on their next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arcane Impact
Reaction ; 1/Round
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The target must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1 + [Character Rank] Energy damage
You gain 1 EN
Arcane Burstspike
Reaction ; 1/Round; 2 EN; 1 Boon
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Artistry] Energy damage
,
Rogue
Rogue
Rogue
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rogue Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 5 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Evasion increases by [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift ; 1/Round
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Disengage
Reaction ; 1/Round
No Check
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Base Move.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Cover
Reaction ; 1/Round
No Check
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slip Past
Reaction ; 1/Round
No Check
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Assassinate
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sneak Attack II
Swift ; 1/Round
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Your sneak attacks are especially dangerous.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 Weapon damage
,
Brawler
Brawler
Brawler
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Brawler Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 25 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Heal Value increases by 10 + [Character Rank x 5]
Bullet Punch
Swift ; 1/Round
Grappling; Range: 1; 1 Target
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Strike
Reaction ; 1/Turn
Grappling; Range: 1; 1 Target
Trigger: An adjacent character gains the Hindered condition.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Dodge
Reaction ; 1/Round
No Check
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Halve the damage taken.
Brawler's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Step
Reaction ; 1/Round
No Check
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Target gains 1 EN
Definitions:
Reactive Reposition
Reaction ; 1/Round; 2 EN
Grappling; Range: 1; 1 Target
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 spaces.
,
Kineticist
Kineticist
Kineticist
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kineticist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Accuracy
Brace increases by 2 + [Character Rank]
Def_Warding
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Kinetic Motion
Reaction
No Check
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction
No Check
Trigger: You throw a Bulk 15 or lighter item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a Bulk 15 or lighter object that is on your person.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Anti-Air Shot
Reaction ; 1/Turn
Kinesis; Range: 2-3; 1 Target
Trigger: A character moves through the air.
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You immediately launch an object at those approaching from above where you can get a clear shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Kinetic Step
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Kineticist's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Rush
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Target gains 1 EN
Definitions:
,
Retaliatory Burst
Reaction ; 1/Round
Kinesis; Burst 3
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2 + [Character Rank] Force damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ki Volley
Swift ; 1/Round; 2 EN; 1 Boon
Kinesis; Range: 0; Cone 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Character Rank] Force damage
,
Labourer
Labourer
Labourer
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Pick Up Labour
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Interact technique increases its limits to 4/Round.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Labourer Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Fortitude increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Long Haul
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you are asked to make an Physique skill check for the purposes of sustained effort, you do so with +1 Advantage.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Efficient Labour
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When gathering resources, a labourer gathers double the normal amount of resources.
Lasting Focus
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain a focus effect for up to 2 hours.
Reserved Focus
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Labourer's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reserved Energy
Reaction ; 1/Round
No Check;
Trigger: Your Energy drops to 1 or less.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Unfailing Endurance
Reaction ; 1/Day; 1 Boon
No Check;
Trigger: You fail a Physique skill check versus a flat DC.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat your skill check as if you rolled a 12.
Definitions: Flat DC
Flat DC
A flat DC is a term used to represent a DC that is a consistent DC and is not in opposition to a character.
,
Bard
Bard
Bard
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bard Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Rally
Swift ; 1/Round
Inspire; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rebound Will
Reaction ; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Trigger: A character's WILL is reduced to zero but before they trigger a Will Break.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is reduced to 1 WILL instead.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Group Rally
Swift ; 1/Round; 3 EN
Inspire; Range: 1-5; 5 Targets
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Bard's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Rally
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You grant a target +1 advantage to a skill check.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Bardic Boon
Quick ; 1/Conflict; 1 Boon
Inspire; Range: 1-5; 1 Target
Your inspiring pressence grants them the inspiration to act.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains their Impulse Boon.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 EN
,
Medic
Medic
Medic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Quick
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Emergency Care
Reaction ; 1/Round; 2 EN
No Check; Range: 1; 1 Target or Self
Trigger: A character takes damage.
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] + [Accuracy] Hit Points
Rapid Treatment
Swift ; 1/Round; 2 EN
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Medic's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic's Expertise
Reaction
No Check; Range: 1-3; 1 Target or Self
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
You gain 1 EN
Benediction
Quick ; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Heal Value] Hit Points
Target loses all conditions of your choice
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rhapsody
Full ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
,
Spellwright
Spellwright
Spellwright
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spellwright Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Focus Resonant
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Resonator] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quicken Craft
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When crafting a blueprint, treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Shaped Conversion
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Transmute] or [Resonator] technique, you may treat the technique as if it also has the [Materialize] trait. Instead of targetting an existing material, you create material to replicate the effects in the target area.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
, Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Unshape
Reaction ; 1/Round
Shape; Range: 1-5; Object 1
Trigger: You use a [Dust] technique on an object.
Requirements: The target must be the triggering object.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Artistry] Energy damage
1d6 Energy damage
Spellwright's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Memorize Shape
Passive
No Check
You impart the memory of the object into the dust so that it can easily reposition itself when remade.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you [Dust] an object, you may choose to memorize all of the details of the object. The object must fit within a 5 foot cube.
Once within the next week, you may recreate the object in precise detail as long as you use the exact same dust that was used to create the object.
You may keep the memory of up to two objects at a time in this way.
Definitions:
Maintain Transmute
Reaction
No Check; Range: 1-3;
Trigger: At round start you have an active [Focus] and [Transmute] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
You gain 1 EN
Definitions: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Quickcraft II
Swift ; 1 Boon
Shape; Range: 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 3 instead of 1.
,
Scholar
Scholar
Scholar
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Scholar Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick
No Check
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Point of Clarity
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Requirements: A character fails a lore skill check and you are also trained in the skill.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may attempt the same skill check but with +1 advantage.
Swift Rebuttal
Reaction ; 1/Round
Rationalize; Range: 1-5; 1 Target
Trigger: A character makes a Rationalize skill check to pass off a lie or inaccuracy as fact.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Teacher
Reaction ; 1/Round
No Check
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change the non-Generic lore your Factual Reasoning targets.
You gain 1 EN
As You May Recall
Reaction ; 1/Day; 1 Boon
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Eclectic Knowledge
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You have +1 advantage on all Lore Skill checks.
,
Tactician
Tactician
Tactician
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tactician Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Base Speed increases by 1
Planned Movement
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Saw That Coming
Reaction
Analyze
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction ; 1/Round; 2 EN
No Check; Range: 1-3; 1 Target
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
You disengage from combat
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move up to 3 spaces.
Target may Move up to spaces.
Definitions:
Commanding Action
Quick ; 1/Round
Analyze; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to spaces.
You allow another character to use a Quick-action Technique.
Definitions:
Tactician's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Dash
Reaction ; 1/Round
No Check
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
You gain 1 EN
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Tactical Action
Swift ; 1/Round
No Check; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
,
Detective
Detective
Detective
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Both skilled in environmental and people analysis, a detective can detect anything out of place and reveal the truths of the world. When it comes to people, a detective is especially skilled at learning a character's motivations and can do with this information as they see fit. A detective gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the detective to reduce a character's willpower can be of a large boon to the detective as their own techniques can reduce it. The analyze skill shows up often in the detective's techniques as it is used both to find clues and analyze people. Having a high reason attribute can help with these checks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Detective Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Hide increases by 2 + [Character Rank]
Analytical Mind
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +1 Advantage on Analyze skill checks when looking for clues or tracks.
Lie Detector
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use Analyze instead of Empathy to discern if a character has lied.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gut Instinct
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.
Behavioral Insight
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related oppositional influence to the statement is revealed to you.
Detective's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Influence Trail
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You unnerve a character as you delve into their inner most thoughts.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Discern Intent
Quick ; 1/Round; 1 Boon
Analyze; Range: 1-5; 1 Target
Requirements: Pose a request as part of this action.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If the target has an influence related to your request, it is revealed to you.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You learn the target's highest severity influence related to your request, supportive or oppositional. If they are equal, you may choose to learn one of them.
,
Magus
Magus
Magus
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magus Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 5 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Focus Envocation
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shape Envocation
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you create an area of effect with an [Envoke] technique, you may choose any number of spaces that are not part of the area.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Binding Spell
Reaction ; 1/Round; 1 EN
Channel; Range: 1-4; 1 Target
Trigger: A character is about to leave the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
As they try to escape, you bind them with the latent ether in your envocation.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
The target's Move Charge reduces to zero and they immediately stop moving.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Magus' Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Ether
Reaction ; 1/Round
Channel; Range: 1-4; 1 Target
Trigger: A character starts their turn in the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1 + [Character Rank] Energy damage
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
, Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Enlarge Envocation
Swift ; 1/Round; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next [Envoke] technique you use that has a target of Blast has its size increased by 1.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
,
Empath
Empath
Empath
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Empath Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 20 + [Intuition x 3] + [Character Rank x 15]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 2 + [Character Rank]
Calming Presence
Swift ; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 1 EN
Definitions:
Booned Counseling
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character gains an Emotion status.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Redirect Tension
Reaction ; 1/Round
Empathy; Range: 1-3; 1 Target
Trigger: A character in range is targeted by a Will attack.
You interject and take on the tension of the situation instead.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + [Charisma] Willpower
Build Understanding
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A character resists having an influence's severity shifted.
Requirements: The target must be the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Until the end of the turn, Attempts at shifting the severity of the same influence gains +1 advantage.
Empath's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defuse Tension
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You heal a character's Will.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 Willpower
You gain 1 EN
,
Merchant
Merchant
Merchant
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Merchant Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Scrutiny increases by 4 + [Character Rank]
Promote
Swift ; 1/Round
Charm; Range: 1-5; 1 Target
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rescind Request
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: You fail a request check with a character but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Patience by 1
Side Hustle
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: Favor increases with a character.
Requirements: The target must be a character that is not the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Merchant's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Praise
Reaction
No Check; Range: 1-5; 1 Target
Trigger: You increase favor with a character.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 2
You gain 1 EN
Final Sale
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character's patience is reduced to zero but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
,
Orator
Orator
Orator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Orator Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Silver Tongue
Swift ; 1/Round
Misdirect; Range: 1-5; 1 Target
Your implication offers more than your words.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + 2 + [Character Rank] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Evil Eye
Reaction ; 1/Round
Misdirect; Range: 1-5; 1 Target
Trigger: A character suffers from a Will Break.
Requirements: The target must be the triggering character.
Your piercing look unnerves immediately.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
This technique does nothing.
Coaxing Request
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you perform a Request check, you may treat the technique as if it has the [Brutal] trait.
Definitions: Brutal
Brutal
Effect Trait When this technique's effect has you roll dice, roll all dice twice and take only the highest results.
Orator's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mesmerize
Reaction ; 1/Round
No Check; 1 Target
Trigger: You successful damage a character's WILL.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Suggestion
Full ; 1/Conflict; 1 Boon
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
,
Etherealist
Etherealist
Etherealist
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Etherealist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 5 + [Character Rank]
Spirit Beacon
Full ; 1 EN
No Check; Range: 0;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a beacon of your location in the spirit realm. This allows you to see spirits out to 10 spaces from your location and speak to them from your beacon. The beacon moves with you as you move.
Pulse Reading
Reaction
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
Detect shifts in emotion by sensing subtle changes in their behaviour.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Until the end of the round, The next social skill check you use on the target character gains +1 Advantage.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spirit Walk
Full ; 1 EN
Resonance; Range: 1; 2 Targets
Requirements: The targets must be willing characters and may include self.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You transfer the targets' consciousness to the spirit realm. See rules for traversing the spirit realm for more information.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Harmonic Appeal
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and a supportive influence bonus is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related supportive influence to the statement is revealed to you.
Etherealist's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mirror Motives
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You reflect the same values back at them.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Increase target's Favor by 1d3 + 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Expel Soul
Full ; 3 EN; 1 Boon
Resonance; Range: 1; 1 Target
You channel your energies into forcing a target into the spirit realm with your quick palm strike.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You force consciousness to leave the target's body and enter the spirit realm.
If the target has a spirit inside of them, instead the spirit is forced out of the body.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Spirit Sense
Quick
Resonance; Range: 1; 1 Target
You determine if a spirit resides within a creature or object.
vs. Freewill
vs. Freewill
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession.
You learn if a spirit resides inside the target.
Advanced Styles
?
Melee Weapons
Melee Weapons
Cleaving Arte
Cleaving Arte
Cleaving Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals large damage to multiple close targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Sweeping Wide Chop
Full ; 2 EN
Might; Range: 1; 2 Targets
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: Each target must be adjacent to each other.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Spinning Heavy Slash
Full ; 3 EN
Might; Range: 1; Burst 1
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Sweeping Wide Chop II
Full ; 5 EN
Might; Range: 1; 2 Targets
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: Each target must be adjacent to each other.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Heavy Slash II
Full ; 6 EN
Might; Range: 1; Burst 1
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
,
Battering Arte
Battering Arte
Battering Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that knocks foes up and away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Knockback Swing
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 4 Weapon damage
Target is Pushed 1 spaces horizontally.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Battering Swing
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Launching Swing
Full ; 3 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Battering Swing II
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Launching Swing II
Full ; 5 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
,
Berserker Arte
Berserker Arte
Berserker Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals extra damage at the risk of reducing their own defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Berserker Barrage
Full ; 2 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 12 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Reckless Swing
Quick
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Berserker Barrage II
Full ; 4 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 20 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Reckless Swing II
Quick ; 4 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Berserker Barrage III
Full ; 6 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
3d6 + 12 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d6 + 24 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Duelist Arte
Duelist Arte
Duelist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that hinders their foes and then exploits the condition for greater damage.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Advancing Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Needle Point
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: The target must have the Hindered Condition.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Faltering Blade
Quick ; 3 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Advancing Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Definitions:
Needle Point II
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: The target must have the Hindered Condition.
vs. Evasion
vs. Evasion
Dmg_Weapon
4d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Faltering Blade
Swift ; 1/Round; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Crestfall Arte
Crestfall Arte
Crestfall Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that charges ki into a weapon to release it in one large blow.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Overhead Slash
Full
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Fading Slash
Quick ; 1 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Crestfall Charge
Swift ; 1/Round; 1 EN
No Check;
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You concentrate ki into your weapon.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 Blade Ki. You may hold up to 3 Blade Ki at once. All Blade Ki disappears at the end of a Conflict.
Crestfall Slash
Full ; 1 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You fire off your stored ki in an explosive blast with your strike.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Overhead Slash II
Full ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Crestfall Slash II
Full ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
,
Overwhelming Arte
Overwhelming Arte
Overwhelming Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that can attack both Brace and Reflex defenses to overwhelm their foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing
Full
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Swinging Flurry
Full
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Clobber
Quick
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Swing Fast
Quick ; 1 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Overhead Swing II
Full ; 2 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 4 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing III
Full ; 4 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
Swinging Flurry II
Full ; 3 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swinging Flurry III
Full ; 5 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 8 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 12 Weapon damage
,
Phalanx Arte
Phalanx Arte
Phalanx Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that employs long reaching attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Thrust
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust
Full ; 2 EN
Skirmish; Range: 1; Line 2
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
High Thrust
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
You thrust upward and pull the target to the ground.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
The target falls.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Leaping Thrust II
Quick ; 3 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Definitions:
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust II
Full ; 5 EN
Skirmish; Range: 1; Line 2
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 13 Weapon damage
Reaching Thrust
Quick ; 2 EN
Skirmish; Range: 1-3; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Definitions:
Heavy Full Thrust
Full ; 5 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 16 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Thrust
Quick ; 6 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 16 Weapon damage
,
Sky Pike Arte
Sky Pike Arte
Sky Pike Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that launches themselves into the air to deal bonus damage if attacking from above.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Midrange Lunge
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pole Vault
Swift ; 1/Round
No Check;
Item Traits:
You use your pole to launch yourself upward.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Rising Strike
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Aerial Smash
Quick ; 2 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d6 + 4 + [Power] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Pole Vault
Reaction ; 1/Round
No Check;
Trigger: You finish a fall.
Item Traits:
As you fall you launch yourself back into the air with a thrust of your pole.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 4 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Descending Smash
Quick ; 4 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
Rising Strike II
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 9 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Descending Smash II
Quick ; 6 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
7d6 + 24 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
,
FInesse Blade Arte
FInesse Blade Arte
FInesse Blade Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that allows you to attack both Brace and Reflex defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut
Quick
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You slash quickly.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance
Full ; 3 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 9 Weapon damage
Quick Cut II
Quick ; 2 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance II
Full ; 5 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 15 Weapon damage
Quick Cut III
Quick ; 4 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut IV
Quick ; 6 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 12 Weapon damage
,
Whip Arte
Whip Arte
Whip Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that attacks from a distance and trips foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash
Quick
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash II
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Tripping Whip
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Hindering Whip
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash III
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Hindering Whip II
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Stunning Whip
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Head Banger
Quick ; 6 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Weapon damage
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
?
Ranged Weapons
Ranged Weapons
Bow Arte
Bow Arte
Bow Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style allowing one to launch arrows at multiple targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow
Quick
Shoot; Range: 2-5; 1 Target
Item Traits:
Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Spreading Arrow
Full ; 2 EN
Shoot; Range: 2-5; Line 3
Item Traits:
Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow II
Quick ; 2 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 4 Weapon damage
Charged Shot
Full ; 1 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Arrow Rain
Full ; 3 EN
Shoot; Range: 2-5; Blast 1
Item Traits:
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 6 damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot II
Full ; 4 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Spreading Arrow II
Full ; 5 EN
Shoot; Range: 2-5; Line 3
Item Traits:
Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot III
Full ; 6 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 Weapon damage
Arrow Rain II
Full ; 6 EN
Shoot; Range: 2-5; Blast 1
Item Traits:
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 damage
,
Midrange Arte
Midrange Arte
Midrange Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that fires at single targets with high accuracy.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot
Quick
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot II
Quick ; 2 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
Slipfire
Full ; 2 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 3 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 1 Weapon damage
Suppressing Fire
Full ; 3 EN
Shoot; Range: 2-6; Line 3
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: You must remain in range of the target area, otherwise the technique ends.
You constantly fire at a specified area to prevent anyone from entering without catching a hit.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot III
Quick ; 4 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 4 Weapon damage
Slipfire II
Full ; 4 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot IV
Quick ; 6 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 10 Weapon damage
Suppressing Fire II
Full ; 5 EN
Shoot; Range: 2-6; Line 3
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: You must remain in range of the target area, otherwise the technique ends.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
,
Longsight Arte
Longsight Arte
Longsight Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot
Full
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot II
Full ; 3 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Distant Lancer
Full ; 2 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 3 Weapon damage
Hindering Snipe
Full ; 3 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 9 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Lancer II
Full ; 4 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Hindering Snipe II
Full ; 5 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot III
Full ; 6 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d6 + 6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 18 Weapon damage
,
Scatterpoint Arte
Scatterpoint Arte
Scatterpoint Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot
Quick
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Scattering Fire
Full ; 2 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Focuspoint Shot
Full
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Scattering Fire II
Full ; 4 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot II
Quick ; 3 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Focuspoint Shot II
Full ; 5 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 18 Weapon damage
L. Scattering Fire
Full ; 4 EN
Shoot; Range: 2-3; Cone 5
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot III
Quick ; 6 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
4d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 18 Weapon damage
Scattering Fire III
Full ; 6 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 10 Weapon damage
L. Scattering Fire II
Full ; 6 EN
Shoot; Range: 2-3; Cone 5
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
Dmg_Weapon
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
?
Martial Arts
Martial Arts
Forceful Fist Arte
Forceful Fist Arte
Forceful Fist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that knocks foes around with powerful melee attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick
Grappling; Range: 1; 1 Target
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Crush Knuckle
Full ; 1 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d3 + 4 Force damage
Knockback Fist
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d3 + 4 Force damage
Target is Pushed 2 spaces from you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Sudden Shove
Swift ; 1/Round
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Battering Ram
Quick ; 1/Round; 1 EN
Grappling; Range: 1; Cone 2
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Knockback Fist II
Quick ; 3 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Smiting Ram
Quick ; 1/Round; 2 EN
Grappling; Range: 1; Cone 3
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Crush Knuckle II
Full ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
5d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
12d3 + 5 Force damage
Unavoidable Fist
Full ; 3 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Force damage
vs. Evasion
vs. Evasion
Dmg_Force
5d3 + 3 + [Power] Force damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Knockback Fist III
Quick ; 5 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + 5 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d3 + 8 Force damage
Target is Pushed 2 spaces from you.
,
Wrestling Arte
Wrestling Arte
Wrestling Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that grapples foes and ensures they do not get away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick
Grappling; Range: 1; 1 Target
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Combat Grab
Full ; 1 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 5 Force damage
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Holding Grapple
Reaction ; 1/Turn
No Check; 1 Target
Trigger: A character you have grappled attempts to remove the grappled status.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, The Target gains +1 Disadvantage on their next skill check.
Follow the Hold
Reaction ; 1/Round; 1 EN
No Check;
Trigger: A character you have grappled is moved away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 4 spaces towards the grappled character. If you remain adjacent to them, you maintain the grapple.
Arm Twist
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
4d3 + 2 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Suplex
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 3 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Arm Twist II
Quick ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
8d3 + 6 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Strangle
Quick ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Submission Hold
Quick ; 6 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Until the end of the round, Target gains the Paralyzed Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
,
Flash Fang Arte
Flash Fang Arte
Flash Fang Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style allowing one to freely weave through combat and reposition others.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Weaving Strike
Full ; 1 EN
Grappling; Range: 1; 1 Target
You move in quickly to deal a powerful strike to then disappear.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
Dmg_Force
2d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d3 + 6 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Reposition
Swift ; 1/Round
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Freeflow Blow
Full ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d3 + 6 Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Swap Sting
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
You and the target swap places as you disorient them with a strike.
vs. Evasion
vs. Evasion
Dmg_Force
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 4 Force damage
You and the target swap spaces.
Slingshot Strike
Full ; 3 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
Dmg_Force
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 10 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
Freeflow Blow II
Full ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
Dmg_Force
4d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 15 Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slingshot Strike II
Full ; 5 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
Dmg_Force
5d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
10d3 + 18 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
?
Arcanification Magic
Arcanification Magic
Arcane Conduit
Arcane Conduit
Arcane Conduit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style that allows one to impart and remove energy into people and objects. This allows one to heat or cool and channel magic into one's weapon attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate heat from your body, providing warmth to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Heat Target
Quick ; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
With your touch, you provide a surge of heat and quickly warm it's surface.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You raise the target's surface temperature by up to 20°C.
If the target is wet it immediately dries.
2d6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate cold from your body, providing a cooling effect to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Chill Target
Quick ; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
Your touch chills the target and may cause it to freeze.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You lower the target's surface temperature by up to 20°C.
2d6 + 3 + [Artistry] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock Target
Quick ; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
You impart electricity into the target, providing a stunning shock.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 + [Artistry] Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burnstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Burn damage
Extinguish Fire
Swift ; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target loses the Aflame Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shockstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Shock damage
Static Remover
Swift ; 1/Round; 5 Willpower
No Check; Range: 1; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Cold damage
Frost Removal
Swift ; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Chilled Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firestrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Joltstrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chillstrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 2 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
,
Arcane Spellshot
Arcane Spellshot
Arcane Spellshot
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Firebolt
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Fire
1 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Fire damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Shock damage
Shock
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
1 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Shock damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Cold Snap
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Cold
1 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Cold damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Arrow
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Fire
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Fire damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lightning Shaft
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Shock damage
Lightningbolt
Quick ; 3 EN; 5 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
2d6 + [Accuracy] Shock damage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frostbite
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Cold
[Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Piercer
Quick ; 3 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
Dmg_Fire
1d6 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Fire damage
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor
Quick ; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
3d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Shock damage
Lightning bolt II
Quick ; 4 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
3d6 + 2 + [Accuracy] Shock damage
Parabolt
Full ; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Shock damage
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldlock
Quick ; 3 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Cold
1d6 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Cold damage
Target gains the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor II
Quick ; 6 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
3d6 + 6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 Shock damage
Gadzap
Quick ; 5 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Shock damage
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezebind
Quick ; 5 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Cold
1d6 + 3 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thor
Full ; 7 EN; 15 Willpower
Shoot; Range: 2-6; 1 Target
Traits:
vs. Evasion
vs. Evasion
Dmg_Shock
4d6 + 8 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d6 + 24 Shock damage
,
Arcane Blast
Arcane Blast
Arcane Blast
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Throw-focused style that explodes at a target point, creating a blast of energy.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate heat from your body, providing warmth to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Flame Grenade
Quick ; 1 EN; 3 Willpower
Throw; Range: 2-5; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d3 + [Accuracy] + 3 Fire damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate cold from your body, providing a cooling effect to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spark Ball
Full ; 1 EN; 3 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 1 Shock damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade II
Quick ; 3 EN; 5 Willpower
Throw; Range: 2-5; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d3 + [Accuracy] + 5 Fire damage
Fireball
Full ; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ball Lightning
Full ; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireball II
Full ; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 5 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Fireblast
Full ; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Fire damage
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Plasma Blast
Full ; 4 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireblast II
Full ; 6 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Fire damage
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ball Lightning II
Full ; 5 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 4 Shock damage
Character Rank 5; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ragnarok
Full ; 7 EN; 15 Willpower
Throw; Range: 2-6; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
,
Arcane Storm
Arcane Storm
Arcane Storm
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Channel-focused style that creates an area that batters down flames or ice into an area to lock it down.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Burning Field
Full ; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Shock damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Sleet Storm
Full ; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fire Blockade
Full ; 3 EN; 5 Willpower
Channel; Range: 1-5; Line(2H) 5
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Storm
Full ; 3 EN; 5 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Field of Fire
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Wall of Flames
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Line(2H) 9
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Blizzard
Full ; 5 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Hail
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Field of Fire
Full ; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 3
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blizzard II
Full ; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 5 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fimbulwinter
Full ; 7 EN; 15 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + 10 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Remote Messaging
Remote Messaging
Remote Messaging
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A style that allows one to communicate over long distances with the wind.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whisper
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You send a message on the wind that bursts into a quiet sound near the target's ear.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Whisper
Quick ; 2 EN; 5 Willpower
No Check; Range: 100 miles; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Transmission
Full ; 1 EN; 5 Willpower
No Check; Range: 2-50; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
Distant Message
Quick ; 2 EN; 5 Willpower
No Check; Range: 100 miles; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
?
Fluctuation Magic
Fluctuation Magic
Propelling Force
Propelling Force
Propelling Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Bullet
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Force Bullet
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gust
Full ; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 5
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush
Full ; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 2 Force damage
Target is Pushed 2 spaces from you.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsweep
Full ; 4 EN; 7 Willpower
Kinesis; Range: 1; Line 6
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Gale
Full ; 3 EN; 7 Willpower
Kinesis; Range: 1; Blast 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 Force damage
Target is Pushed 3 spaces upwards.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush II
Full ; 3 EN; 7 Willpower
Kinesis; Range: 1; Line 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gale II
Full ; 5 EN; 10 Willpower
Kinesis; Range: 1; Blast 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 6 Force damage
Target is Pushed 3 spaces upwards.
,
Area Force
Area Force
Area Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that allows one to apply forces to a designated area to lift or restrain others within the zone.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Updraft
Reaction ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Trigger: You or another character within range jump or fall.
You cause a sustained updraft on the ground pushing them upwards.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Space
Swift ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Area Updraft
Reaction ; 1/Round; 2 EN; 5 Willpower
No Check; Range: 0-5; Blast 1
Trigger: You or another character within range jump or fall.
You create a cloud of sustained wind to push all above it to float momentarily.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Dowdraft
Full ; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
You cause wind to blow powerfully downwards, knocking people to the ground.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Heavy].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Zone
Quick ; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Heavy Zone
Quick ; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Twister
Full ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast(3H) 1
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tornado
Full ; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast(3H) 2
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Levitation
Levitation
Levitation
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that resonates objects in order to lift them to one's side or lauch the object at foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate
Swift ; 1/Round; 3 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Distant Obj Levitate
Swift ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Object 1
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 5 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Kinetic Strike
Quick ; 3 Willpower
Kinesis; Range: Special; 1 Target
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Kinetic Crush
Full ; 2 EN; 3 Willpower
Kinesis; Range: Special; 1 Target
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
Dmg_Force
2d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Strike II
Quick ; 5 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Kinetic Crush II
Full ; 3 EN; 5 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
Dmg_Force
3d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Object Levitate II
Swift ; 1/Round; 5 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 60[MAX]
Bulk 60[MAX]
Item Trait The object must be of or carrying Bulk 60 or less. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Crush III
Full ; 4 EN; 7 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 60[MIN]
Bulk 60[MIN]
Item Trait The object must be of or carrying Bulk 60 or more. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
Dmg_Force
3d6 + 3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Object Levitate III
Swift ; 1/Round; 7 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 120[MAX]
Bulk 120[MAX]
Item Trait The object must be of or carrying Bulk 120 or less. An object of Bulk 120 is usually medium or large sized and up to a weight of 250 lbs. Examples include many medium to large size animals, large crates (6.5 feet cubed), and adult humans.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate IV
Swift ; 1/Round; 10 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 250[MAX]
Bulk 250[MAX]
Item Trait The object must be of or carrying Bulk 250 or less. An object of Bulk 250 is usually large to gigantic sized and up to a weight of 800 lbs. Examples include many large size animals, small buildings (15 feet cubed), and up to 4 adult humans.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Surging Dust
Surging Dust
Surging Dust
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that launches liquids or dust at targets to push them with physical force.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Strike
Quick ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 Force damage
Target is Pushed 1 spaces from you.
Surging Crush
Full ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 2 spaces from you.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast
Quick ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher
Full ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 3 spaces upward
Target is Pushed 1 spaces horizontally
Surging Strike II
Quick ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 2 Force damage
Target is Pushed 1 spaces from you.
Surging Crush II
Full ; 3 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 10 Force damage
Target is Pushed 2 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast II
Quick ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 4 Force damage
Target is Pushed 2 spaces from you.
Geyser
Full ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher II
Full ; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 7 Force damage
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Surging Wave
Full ; 4 EN; 7 Willpower
Kinesis; Range: 1; Line(2H) 3
Item Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 5 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Geyser II
Full ; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 6 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Crush III
Full ; 5 EN; 10 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
Dmg_Force
4d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 18 Force damage
Target is Pushed 2 spaces from you.
Surging Wave II
Full ; 6 EN; 10 Willpower
Kinesis; Range: 1; Line(2H) 3
Item Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 10 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
?
Materialization Magic
Materialization Magic
Structural Magic
Structural Magic
Structural Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that makes large structures that can work as paths or walls.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Form Path
Quick ; 1 EN; 3 Willpower
Conjure; Range: 1-5; Spaces 3
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Passage
Quick ; 2 EN; 5 Willpower
Conjure; Range: 1-5; Spaces 6
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 6 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Form Pillar
Full ; 2 EN; 5 Willpower
Conjure; Range: 1-4; Space 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
Dmg_Force
2d6 + 3 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Form Rampart
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-3; Line 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
Dmg_Force
1d6 + [Artistry] Force damage
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Pillar II
Full ; 3 EN; 7 Willpower
Conjure; Range: 1-4; Space 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
Dmg_Force
3d6 + 6 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Form Spires
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-4; Space 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
Dmg_Piercing
2d6 + 3 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Form Wall
Full ; 4 EN; 7 Willpower
Conjure; Range: 1-3; Spaces 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Spires II
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-4; Space 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
Dmg_Piercing
3d6 + 6 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Form Fortification
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-3; Spaces 8
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 8 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
,
Dust Shaping
Dust Shaping
Dust Shaping
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Move Dust
Swift ; 2/Turn
No Check; Range: 1-5
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can move up to 10 Bulk of unrestricted material dust up to 5 spaces, as long as it remains within your range.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft
Full ; 1 EN; 3 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Quickcraft
Quick ; 2 EN; 3 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Dust Material
Full ; 1 EN; 3 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full ; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Requirements: All targets must be unattended objects made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Dustcraft II
Full ; 2 EN; 5 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 2 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material II
Full ; 2 EN; 5 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 2 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft III
Full ; 2 EN
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 3 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material III
Full ; 2 EN; 7 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 3 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft IV
Full ; 3 EN; 10 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 4 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material IV
Full ; 3 EN; 10 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 4 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Energy
,
Conjure Blades
Conjure Blades
Conjure Blades
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure and Throw-focused style allowing one to quickly create blades to strike those near or toss at those afar.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Magic Dart
Quick ; 3 Willpower
Throw; Range: 2-4; 1 Target
You create a dart and toss it.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
[Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Piercing damage
Magic Spear
Full ; 3 Willpower
Throw; Range: 2-4; 1 Target
You create a shaft of material then toss it.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
1d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 8 Piercing damage
Spreading Darts
Full ; 2 EN; 3 Willpower
Conjure; Range: 2-4; Cone 3
You launch a spread of darts before you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Spear II
Full ; 2 EN; 5 Willpower
Throw; Range: 2-4; 1 Target
You create a shaft of material then toss it.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
2d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Piercing damage
Spinning Blades
Full ; 4 EN; 5 Willpower
Conjure; Range: 0; Burst 1
You create blades to spin around yourself.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
1d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 damage
Spreading Darts II
Full ; 4 EN; 5 Willpower
Conjure; Range: 2-4; Cone 3
You launch a spread of darts before you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows
Full ; 2 EN; 7 Willpower
Throw; Range: 2-4; 3 Targets
You create three arrows and throw them at three separate targets.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
2d3 + [Accuracy] Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 4 Piercing damage
Spinning Blades II
Full ; 5 EN; 7 Willpower
Conjure; Range: 0; Burst 1
You create blades to spin around yourself.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
2d6 + [Accuracy] + 5 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows II
Full ; 4 EN; 10 Willpower
Throw; Range: 2-4; 3 Targets
You create three arrows and throw them at three separate targets.
Traits:
vs. Evasion
vs. Evasion
Dmg_Piercing
2d3 + [Accuracy] + 2 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Piercing damage
,
Clouded Shroud
Clouded Shroud
Clouded Shroud
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that creates clouds of obscuring fog that can easily be hidden within, obscure vision, or choke.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pollen Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Smoke Cloud
Quick ; 2 EN; 3 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sand Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fog Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stinking Pollen Cloud
Quick ; 3 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Petal Cloud
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Choking Cloud
Quick ; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthen Shroud
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Obscuring Mist
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Petal Cloud
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ashen Cloud
Quick ; 4 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Earthen Shroud
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Obscuring Mist
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burning Ash Cloud
Quick ; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
,
Geomancy
Geomancy
Geomancy
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style that alters a large amount of terrain into new forms.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ridges
Quick ; 2 EN; 3 Willpower
No Check; Range: 1-4; Line 12
You add grooves to the terrain to make the area less slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area becomes easily climbable and does not require a check to climb.
Any effects in the area considered [Ter_Slippery] are removed.
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cultivate
Full ; 1 EN; 3 Willpower
No Check; Range: 1; Object 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You provide nourishment to a plant and accelerate its growth by one day. This acceleration ages the plant's overall life. If the plant is mature it can bear fruit or flower.
Wildwood
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rocky Terrain
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Floor
Quick ; 3 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full ; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Requirements: All targets must be unattended objects made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Entangle
Full ; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Swamp
Quick ; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Requirements: The area must be filled with at least 1 foot of water.
You mix plants into the area to make it a difficult to traverse swamp.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremor
Quick ; 1 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Localized Tremor
Quick ; 1 EN; 5 Willpower
Shape; Burst 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chilling Floor
Quick ; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Marsh
Quick ; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Requirements: The area must be filled with dense, grassy terrain.
You mix water into the area to make it a difficult to traverse marsh.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Large Entangle
Full ; 4 EN; 7 Willpower
Shape; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seism
Quick ; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezing Floor
Quick ; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 1
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthquake
Full ; 6 EN; 10 Willpower
Shape; Range: 1-10; Blast 4
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Choose up to six, 4 line target spaces. These spaces become 6 space deep fissures.
New Targets
New Targets
Characters on the spaces of the fissures become subject to the following.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is now in the open air and can fall.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
If the effect is not made permanent, any fissures cause the earth to raise, causing all inside the fissure to raise to the surface.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Lava Field
Full ; 6 EN; 10 Willpower
Shape; Range: 1-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
?
Athletics and Physiomancy
Athletics and Physiomancy
Healing Hands
Healing Hands
Healing Hands
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick
No Check; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aromatherapy
Quick ; 3 Willpower
Heal; Range: 1-5; 1 Target or Self
You create a flower who's pollen helps focus one's senses.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Heal
Quick ; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure
Quick ; 1 EN; 3 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Aromatherapy
Quick ; 2 EN; 5 Willpower
Heal; Range: 1-5; Blast 1
You create a flower who's pollen helps focus one's senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Calming Perfume
Quick ; 1 EN; 5 Willpower
Heal; Range: 1-5; 1 Target
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Heal II
Quick ; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Purify
Quick ; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Deathward
Quick ; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose 25 HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure II
Quick ; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 5 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Renewal
Quick ; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal 1 + [Character Rank x 2] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Close Wounds
Quick ; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose 25 HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lifeweave
Full ; 3 EN; 7 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Definitions:
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Life Cleanse
Full ; 3 EN; 7 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Definitions:
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Purge
Quick ; 3 EN; 10 Willpower
No Check; Range: 1;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cleanse
Quick ; 3 EN; 10 Willpower
No Check; Range: 1;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
,
Surging Power
Surging Power
Surging Power
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style allowing one to power through attacks and provide self buffs.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Forceful Flex
Swift ; 1/Round; 1 EN
Heal;
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Flex
Swift ; 1/Round; 1 EN
Heal;
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
,
Traversal
Traversal
Traversal
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style that allows one to bolster move seed and carrying capacity.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Kip Up
Swift
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Heavy Carry
Quick
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 50.
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Expeditious
Quick ; 3 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions:
,
Power Lift
Quick ; 3 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Climb
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you climb you do not consume 1 additional space of movement upon entering the space.
Fast Swim
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you swim you do not consume 1 additional space of movement upon entering the space.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Lift II
Quick ; 2 EN; 5 Willpower
No Check; Range: 1;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Power Carry
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift ; 1/Round; 1 EN
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Self Haste
Swift ; 1/Round; 3 EN; 7 Willpower
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Lift
Quick ; 4 EN; 10 Willpower
No Check; Range: 1-3; 3 Targets
Requirements: Targets may include yourself.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, all targets' carrying capacity increases by 200.
Haste
Quick ; 1/Round; 2 EN
Heal; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift ; 1/Round; 2 EN
Heal
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Bounding Leap
Bounding Leap
Bounding Leap
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style granting one supernatural jumping ability to avoid hazardous terrain and gain height.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap
Quick
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump
Quick ; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap II
Quick ; 1 EN
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Swift Leap
Swift ; 1/Round
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump II
Quick ; 1 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bounding Swift Leap
Swift ; 1/Round
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Jump
Quick ; 2 EN; 7 Willpower
Heal; Range: 1-3; 3 Targets
Requirements: Targets may include yourself.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
,
Freeform Flight
Freeform Flight
Freeform Flight
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style allowing one to fly through the air.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Wind Fall
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Airglide
Quick ; 1/Round
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You gain the Float Status
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Liftoff
Quick ; 1/Round; 3 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Float Step
Passive ; 3 Willpower
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may jump even while you are in the air.
Hover
Quick ; 1/Round; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You gain the Float Status
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsprint
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jet
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fly
Swift ; 1/Round; 1 EN; 5 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Walk on Air
Full ; 1/Round; 1 EN; 7 Willpower
No Check; Range: 0-1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, Target gains the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pyroglide
Full ; 1/Round; 1 EN; 7 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflight
Full ; 1/Round; 1 EN; 7 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Balance
Balance
Balance
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style that gives the user tremendous balance to stay on their feet even in harsh conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Kip Up
Swift
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Cat Fall
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tumble
Reaction ; 1/Round
Agility; Range: 1; 1 Target
Trigger: You are about to become engaged with a character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You do not become Engaged.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Stat_Engaged
Grab an Edge II
Reaction ; 1/Round
Agility
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift ; 1/Round; 1 EN
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Solid Footing
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You ignore the traits of Slippery terrain.
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift ; 1/Round; 2 EN
Heal
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Sensory Control
Sensory Control
Sensory Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Search and Resonance-focused style that expands ones searching capabilites.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blindsense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is in the darkness and Hidden.
You sense creatures through dark sight.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremorsense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is on the ground and Hidden.
You sense creatures through vibration.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aquasense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is in the water and Hidden.
You sense creatures through sensing movement in water.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
,
Evasive Maneuvers
Evasive Maneuvers
Evasive Maneuvers
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style granting incredible evasion skills to avoid attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assign Mark
Swift ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your mark for the next 5 minutes. You can only have one character assigned as your mark at one time.
Assigning a character as your mark allows you to use certain techniques that require a marked target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Marked Sidestep
Reaction ; 1/Round; 1 EN
No Check;
Trigger: A character you've marked becomes engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
Definitions:
Reflexive Defense
Reaction ; 1/Round; 1 EN
Agility; Range: 1; 1 Target
Trigger: You are about to take Force or Piercing damage from an adjacent character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Halve the incoming damage.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Uncanny Dodge
Reaction ; 1/Conflict; 1 EN
No Check;
Trigger: A technique's skill check succeeds vs. your evasion defense.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your evasion defense is considered to be 3 higher. This may cause the technique to fail.
,
Hidden Footing
Hidden Footing
Hidden Footing
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Sneak and Enchant-focused style allowing one to stay hidden in a variety of conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Camoflauge
Full ; 1 EN
No Check;
You cover yourself with loose material in the environment to blend in.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, as long as the material could blend in with your environment and you have soft cover, you may take the Hide action.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
?
Speechcraft
Speechcraft
Charm Unrestrained
Charm Unrestrained
Charm Unrestrained
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your charm has an unperceptable control over others. Using this skill, you manipulate others to your whims, beguiling them for your desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Flatter
Swift ; 1 EN
Charm; Range: 1-5; 1 Target
You drop a well placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; 1 Target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Beguile
Full ; 1 EN
Misdirect; Range: 1-5; 1 Target
You convince them that pleasing you will be enough.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Magnetic Charm
Full ; 1 EN
Charm; Range: 1-5; 1 Target
You draw them into your natural charisma.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next time your side increases the target's favor, increase it by an additional 4.
Disarming Gaze
Swift ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
You form an emotional connection with a look.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next Charm skill check you make gains +1 Advantage against this target.
Charming Request
Full
No Check; Range: 1-5; 1 Target
Your appeal is clear so you push forth and make your request immediately.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 12
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pander
Full ; 3 EN
Charm; Range: 1-5; 1 Target
You play to their desires in an effort to ease them into your own.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains a Request Weakness equal to 3 for your side's next Request check.
Flatter II
Swift ; 1/Round
Charm; Range: 1-5; 1 Target
You easily drop an appropriately placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
,
Inspiring Presence
Inspiring Presence
Inspiring Presence
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your words inspire greatness in others and can move people to take action. This style motivates allies out of bad situations and allows one to gain favor quickly through unmatched enthusiasm.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Invigorate
Quick ; 1 EN
Inspire; Range: 1-5; 1 Target
You offer inspirational words to inspire another to persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Insist
Full
No Check; 1 Target
You use your natural charisma to inspire action in another with your genuine request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Conviction] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enthusiasm
Quick ; 2 EN
Inspire; Range: 1-5; 1 Target
Requirements: The target must have the Persevering Condition.
You inspire action in another through great enthusiasm, giving them the courage to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Persevering Status
Target loses any condition of your choice
Target gains the Encouraged Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
,
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Meditate
Swift ; 1 EN
No Check;
You calm yourself in order to relieve stress.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Charisma] Willpower
Zeal
Full ; 1 EN
Inspire; Range: 1-5; 1 Target
You expressively speak on your convictions and why they matter for this situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Favor by 1d6 + 3
Deepen Connection
Quick
Empathy; Range: 1-5; 1 Target
Requirements: You must make a statement as part of this action.
You ask another a personal question to gauge their true feelings on the subject.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bravado
Quick ; 4 EN
No Check;
Your bravery fuels you, granting you inner strength to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Persevering Status
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
Motivational Speech
Full ; 1 EN
Inspire; Burst 5
You expound on the merits of an important subject, inspiring them to your cause.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Invigorate II
Swift ; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Your trust in another's ability to persevere can be communicated with a look.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
,
Deft Negotiator
Deft Negotiator
Deft Negotiator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are well versed in diplomacy and use it to put pressure on others. Using your skills, you can break their will to gain their trust and quickly bring them to the correct decision.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Diplomacy
Full
Rationalize; Range: 1-5; 1 Target
You negotiate politely with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; 1 Target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; 1 Target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Talk
Quick ; 1 EN
Rationalize; Range: 1-5; 1 Target
You overwhelm them with your quick and misleading speech.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Quick Request
Quick ; 2 EN
Rationalize; Range: 1-5; 1 Target
You slip in your request as part of your rhetoric.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Make a request check on the target with 1d6 + 2 + [Favor]
Segue
Swift ; 1/Round
Rationalize;
Requirements: You used a Social Technique this turn.
You smoothly transition into your next topic.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the turn, The Target gains +1 Advantage on their next Social skill check.
Increase Tension
Quick ; 1 EN
Rationalize; Range: 1-5; 1 Target
You cause them to squirm with your words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Receptive Status
Definitions: Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Diplomacy II
Full ; 1 EN
Rationalize; Range: 1-5; 1 Target
You negotiate tactfully with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 4 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Final Push
Full ; 1 EN
No Check; Range: 1-5; 1 Target
You make one final request using all of your skill in persuasion to pull it off.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 5
Make a request check on the target with 1d6 + 5 + [Favor]
,
Abrasive Wit
Abrasive Wit
Abrasive Wit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Manipulators rub you the wrong way, especially if they try to use their charms on your or your friends. You use your tongue to stave them off and taunt them into giving up.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Subvert
Full ; 1 EN
No Check; Range: 1-5; 1 Target
You downplay another's efforts to exert charm.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by [Charisma]
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dismiss
Full
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Indifference
Quick ; 2 EN
No Check;
Their words don't really matter.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of your choice
Definitions:
Spite
Full ; 1 EN
Demoralize; Range: 1-5; 1 Target
You lash out with sharp vitriol.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Ridicule
Full ; 1 EN
Demoralize; Range: 1-5; 1 Target
You belittle them with taunting words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Unfazed
Reaction ; 1/Round; 2 EN
Demoralize; Range: 1-5;
Trigger: You gain favor from a character
Your complete non-reaction to their charms leaves them perplexed.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Subvert II
Swift ; 1/Round; 1 EN
No Check; Range: 1-5; 1 Target
Your glance is enough for your allies to understand your disapproval.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by 1
Redirect Anger
Quick ; 1/Round; 1 EN
Misdirect; Range: 1-5; 1 Target
Requirements: The target must have the Angered emotion.
"Aren't you angry with the wrong person?"
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
Target gains the Angered Status targeted towards a character of your choice
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
,
Tyrannical Voice
Tyrannical Voice
Tyrannical Voice
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Fear exists everywhere and you will use it to control others. You frighten others into submitting themselves to your demands and if that doesn't work, anger can do just as well.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Threaten
Quick ; 1 EN
Demoralize; Range: 1-5; 1 Target
You invoke fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; 1 Target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; 1 Target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Dismiss
Full
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Taunt
Quick ; 1 EN
Demoralize; Range: 1-5; 1 Target
Your taunts attempt to redirect focus to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Domineer
Quick
No Check;
You bolster your intimidating presence.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next time you reduce Willpower this round, decrease it by an additional 5.
Tyrannize
Full ; 2 EN
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have the Frightened emotion and you are the source.
Fear is so easy to manipulate.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
2d6 + 6 Willpower damage
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Command
Full ; 1 EN
No Check; Range: 1-5; 1 Target
Requirements: The target must have the Frightened emotion and you are the source.
You don't merely request, your words demand attention and submission.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 15
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Threaten II
Quick ; 2 EN
Demoralize; Range: 1-5; 1 Target
You invoke a lot of fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Rage
Quick ; 4 EN
No Check;
Your fury gives you focus and empowers the harm you can do.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Angered Status targeted towards a character of your choice
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Calming Empathy
Calming Empathy
Calming Empathy
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are calm, cool, and meditative. Its hard to attack your willpower with your tranquil aura. This tranquility even bleeds to others as they find it easy to confide with you.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Tranquility
Full ; 1 EN
No Check;
You calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 3 + [Charisma] Willpower
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; 1 Target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Simple Request
Full ; 2 EN
Empathy; Range: 1-5; 1 Target
You make a gentle request to gauge their interest in helping you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
Make a request check on the target with 1d6 + [Favor]
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Small Talk
Full
Charm; Range: 1-5; 1 Target
You engage in casual conversation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Guidance
Full
Charm; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check.
You talk about misconceptions to guide them to your conclusions.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Mindfulness
Reaction ; 2 EN
Empathy;
Trigger: Your Willpower is reduced but before a Will Break triggers.
Everything will be fine if you relax.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + 5 + [Charisma] Willpower
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tranquility II
Full ; 2 EN
No Check;
You quickly calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 6 + [Charisma] Willpower
Sympathy
Quick ; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
You apologize for all the wasted time.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Increase target's Patience by 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Branched Styles
Toxic Material
Toxic Material
Toxic Material
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Toxin affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trance Pollen
Quick ; 1 EN; 3 Willpower
Conjure; Range: 1-3; 1 Target
Traits:
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sleep Spore
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-3; 1 Target
Requirements: The target must have the Stunned condition.
Traits:
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Until you lose focus, Target gains the Unconscious Status
The unconscious condition can be ended by removing the stunned condition.
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Poison Gas
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stunning Spores
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Blight
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blight II
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
2d6 + 6 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
,
Mana Control
Mana Control
Mana Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Mana affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Break Focus
Full ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique that is being focused on ends.
Arcane Release
Quick ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Requirements: The target must be under the effects of an [Arcanify] technique.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The effect on the target ends.
Ki Charger
Quick ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Requirements: The target cannot have been the target of this technique this round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 1 EN
Envoke Release
Quick ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Requirements: The target must be under the effects of an [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The effect on the target ends.
Copy Arcane
Reaction ; 1/Round; 5 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Focus Breaker
Full ; 1/Round; 3 EN; 7 Willpower
Channel; Range: 1-3; 1 Target
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique that is being focused on ends.
Ki Battery
Quick ; 1/Conflict; 4 EN; 7 Willpower
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 3 EN
Drain Ki
Quick ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 1-3; 1 Target
Requirements: The target cannot have been the target of this technique this round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -1 EN
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Siphon Ki
Quick ; 1/Conflict; 2 EN; 10 Willpower
Channel; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -2 EN
You gain 3 EN
Aided Focus
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Instead of focusing on a technique, you may choose to focus on a character's technique in their stead as long as they are adjacent to you at the start of the round.
,
Soul Surge
Soul Surge
Soul Surge
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Soul affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick
No Check; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mend
Quick ; 1 EN; 3 Willpower
No Check; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 2 + [Heal Value] + [Accuracy] Hit Points
Sprint
Quick ; 3 Willpower
Heal; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions:
,
Vault
Quick ; 3 Willpower
Heal;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Force Lift
Quick ; 3 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Vault II
Quick ; 1 EN; 5 Willpower
Heal;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Force Lift II
Quick ; 2 EN; 5 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Force Carry
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Mend II
Quick ; 3 EN; 5 Willpower
No Check; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 3d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Accelerate
Quick ; 1/Round; 2 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Accelerate
Swift ; 1/Round; 3 EN; 7 Willpower
Heal;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Life Mending
Full ; 3 EN; 7 Willpower
No Check; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all conditions of your choice
If target has a surge, they must spend one and heal 2d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Definitions:
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Soul Retrieval
5 Minutes ; 5 EN; 10 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last 5 Minutes.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Light Control
Light Control
Light Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Light affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blur
Quick ; 2 EN; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next Attack skill check made against you has +1 Disadvantage.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, Attack skill checks made against you have +1 Disadvantage.
Mirage
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Torchlight
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Light Veil
Quick ; 2 EN; 5 Willpower
Enchant;
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Light Illusion
Quick ; 1 EN; 5 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
L. Torchlight
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Invisibility
Quick ; 3 EN; 7 Willpower
Enchant;
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status when using any technique other than Hide or one that says it will not break invisibility.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The invisibility status ends.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Large Illusion
Quick ; 2 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wall of Invisibility
Full ; 4 EN; 10 Willpower
No Check; Range: 1-5; Line 5
You create a wall of invisibility to hide anything inside.
Traits:
;
;
;
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Invisible Status
Characters and objects that leave the area lose the Invisible status.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Huge Illusion
Quick ; 3 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
,
Shadow Control
Shadow Control
Shadow Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Shadow affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloud of Darkness
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Clouded Eyes
Quick ; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
Traits:
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until you lose focus, Target gains the Blinded Status
Definitions: Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Darkvision
Passive
No Check
Your eyes adjust to the absence of light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can see in the dark out to 15 spaces.
Shadow Walk
Quick ; 2 EN; 5 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
L. Cloud of Darkness
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Grant Darkvision
Swift ; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target can see in the dark out to 15 spaces.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Shadow Walk
Full ; 4 EN; 7 Willpower
Enchant; Range: 0; Burst 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Target gains the Invisible Status
Targets lose the Invisible status if they do not remain in dim or darker light.
Targets lose the Invisible status when they use any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The invisibility status on all targets ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Hidden Status
Target loses the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
,
Gravity Force
Gravity Force
Gravity Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Gravity affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Restrain
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Featherfall
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Trigger: You or another character within range jump or fall.
You decrease gravity in an area to allow others to lift themselves.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Pressure
Quick ; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Subdue
Quick ; 5 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Weighted Terrain
Quick ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Prostration
Full ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 1-5; 1 Target
You push a foe to their knees.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 12 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Prostration
Full ; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Gravity Well
Full ; 1/Round; 6 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 2
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 5; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Black Spiral
Full ; 1/Round; 7 EN; 15 Willpower
Kinesis; Range: 0-5; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Ether Magic
Ether Magic
Ether Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Ether affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Shimmer
Quick ; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Ethereal Message
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You manipulate ether to send a short message to a nearby person.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Reflection
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Spirit Speaking
Full ; 1 EN; 5 Willpower
No Check; Range: 0;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may see and speak to spirits from your location out to 1 space.
Large Reflection
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Mirror Images
Quick ; 3 EN; 5 Willpower
Enchant;
You create illusory duplicates in your space that mimic your actions to deceive others.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create one illusory duplicate.
Whenever you are targeted by a single target technique, the technique has a 50% chance to completely fail. If it does, one illusory duplicate is destroyed.
This technique ends when all duplicates are destroyed or you end focus on this technique.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You create two more illusory duplicates.
Mimic Arcane
Reaction ; 1/Round; 5 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magnify Reflection
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check
Trigger: You cast Reflection, Large Reflection, or Greater Reflection
You create glass to magnify the size of the reflection.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The size of the blast area increases by 1.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Greater Reflection
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 2
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Mimic F. Arcane
Reaction ; 1/Round; 1 EN; 7 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
,
Blood Flux
Blood Flux
Blood Flux
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Blood affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lacerate
Full ; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target
You slash at a target's body, causing lacerations to form.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Artistry] Tension damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Attenuate
Quick ; 1/Round; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Hold Person
Full ; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Requirements: The target must be a living character.
You freeze a person in place, forcing them to remain paralyzed by your grasp.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coagulate
Full ; 4 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
You twist a foe's blood veins, causing internal pain.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
8d6 + 12 + [Artistry] Tension damage
Blood Transfusion
10 Minutes ; 5 EN; 7 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last 15 Minutes. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seize Persons
Full ; 4 EN; 10 Willpower
Heal; Range: 1-3; 3 Targets
Requirements: The targets must be a living characters.
You cause targets to begin to seize involuntarily and lose control of their bodies.
Traits:
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cardiac Seizure
Full ; 4 EN; 15 Willpower
Heal; Range: 1-3; 1 Target
Requirements: The target must have the paralyzed condition.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Lose 1 Vitality
Resurrection
10 Minutes ; 5 EN; 15 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last hour. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Sound Control
Sound Control
Sound Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Sound affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Message
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You transfer a silent sound to a target that allows them to respond.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Thunderclap
Full ; 3 Willpower
Channel; Range: 2-5; Cone 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 3 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Echo Sounds
Full ; 1 EN; 5 Willpower
No Check; Range: 1 Mile; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
Echolocation
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is Hidden.
You sense creatures through sound.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Sculpt Sound
Quick ; 2 EN; 5 Willpower
Channel; Range: 0-10; Blast 5
You change the sounds made by a creature or object.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, you can alter the voice of a character or sound in the area. You can also amplify or deaden a sound, or transform one sound into another. All within the area hear the altered sound.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The character cannot tell that the sound is being altered. On failure, even a deadened sound can be heard as a whisper.
Sound Blast
Full ; 3 EN; 5 Willpower
Channel; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thunderclap II
Full ; 2 EN; 7 Willpower
Channel; Range: 2-5; Cone 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 5 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Sound Blast II
Full ; 5 EN; 7 Willpower
Channel; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Boom Blast
Full ; 6 EN; 10 Willpower
Channel; Range: 2-5; Blast 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 4 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
,
Time Control
Time Control
Time Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Time affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distortion
Quick ; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lethargy
Quick ; 1/Round; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Temporal Reposition
Quick ; 3 EN; 5 Willpower
Enchant; Range: 1-3; 2 Targets
Requirements: Target may include yourself
You slow the passage of time allowing you to move easily while others remain in place.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to [Move Charge] spaces.
Target gains [Stride Roll] Move Charge.
Definitions:
,
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blink
Reaction ; 1/Conflict; 2 EN; 7 Willpower
No Check;
Trigger: A technique's skill check succeeds vs. your evasion defense.
An attack that supposedly hit turns out it hadn't.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Treat the skill check as if it failed beating your evasion defense.
Alacrity
Quick ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Alacrity
Swift ; 1/Round; 3 EN; 7 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Quick Stop
Full ; 1/Conflict; 5 EN; 7 Willpower
Enchant;
You slow the passage of time in an area around you, allowing your actions to be performed fast.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 10 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
You gain 20 Temporal Movement Actions.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rewinding Step
Swift ; 1/Round; 3 EN; 10 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a temporal anchor at your position.
As a reaction, triggered by a character starting their turn, you may return to the space of your temporal anchor as long as you are within 30 spaces of it and no character occupies the space. The temporal anchor is then removed and this technique ends.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The temporal anchor is removed.
Group Quick Stop
Full ; 1/Conflict; 6 EN; 10 Willpower
Enchant; 3 Targets
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and each target gains 5 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. While performing these actions you cannot become engaged. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
You and each target gains 10 Temporal Movement Actions.
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Time Stop
Full ; 1/Conflict; 6 EN; 15 Willpower; 1 Boon
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your turn ends. You immediately gain all benefits from starting a round then start a new turn.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
After completing your turn, you immediately gain all benefits from starting a round then start a new turn.
DC 20
DC 20
Your skill check must meet or exceed this value for the following effects to occur.
After completing the second turn, you immediately gain all benefits from starting a round then start a new turn.
Basic Styles
Basic Action
Basic Action
Basic Action
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Hide
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Mount
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You climb onto or into an object, usually a vehicle.
Move
Swift
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Jump
Quick
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 1 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Prepare
Quick ; 1/Round
No Check;
You get ready to take an action at a specific time or when a specific condition is met.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can prepare any quick action technique and specify a trigger. Until the start of the next round, if the trigger condition occurs, you can use this technique as a reaction.
Interact
Swift ; 2/Round
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Detect Ether
Quick
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Detect Creature
Quick
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is Hidden.
You try to find a hidden character.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Shove
Quick
Physique; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 1 spaces from you.
Stride
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Stride Roll] Move Charge.
You may Move up to [Move Charge] spaces.
Definitions:
,
,
Style Change
Full ; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change your equipped Job and Styles.
Overdrive
Swift ; 1/Round; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use one Quick action.
Pass Turn
Full ; 1/Round
No Check; Range: 1-10; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
,
Basic Attack
Basic Attack
Basic Attack
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Unarmed Strike
Quick
Grappling; Range: 1; 1 Target
You strike at a target with your body such as a fist or a kick.
vs. Evasion
vs. Evasion
Dmg_Weapon
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Weapon damage
Basic Strike
Quick
Skirmish; Range: 1; 1 Target
You swing a weapon at a target.
vs. Evasion
vs. Evasion
Dmg_Weapon
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Throw
Quick
Throw; Range: 2-3; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You throw an object at a target.
vs. Evasion
vs. Evasion
Dmg_Weapon
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Heavy Strike
Full
Might; Range: 1; 1 Target
You swing an object with all your might at a foe.
vs. Evasion
vs. Evasion
Dmg_Weapon
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
,
Basic Maneuver
Basic Maneuver
Basic Maneuver
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Break Free
Quick
Physique; Range: 1; 1 Target
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by breaking the grappler's grip.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Escape
Quick
Agility; Range: 1; 1 Target
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by wrigglnig loose.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Move Silently
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Base Speed] spaces. Your movement does not break your hidden status.
Definitions:
,
,
Grab an Edge
Reaction ; 1/Round
Agility
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
,
Basic Social
Basic Social
Basic Social
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Reassure
Full
Inspire; Range: 1-5; 1 Target
You offer words of motivation to help another persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Build Favor
Full
Charm; Range: 1-5; 1 Target
You attempt to make a good impression with a specific person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Agitate
Quick
Demoralize; Range: 1-5; 1 Target
Your words are designed to anger... Slightly.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Emphasize
Full
Rationalize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to convince another that a held conviction of theirs is more or less important.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 2
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Request
Full
No Check; Range: 1-5; 1 Target
You make a request of someone, leveraging the favor you've built.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Favor]
Sense Motive
Quick ; 1/Round; 1 EN
Empathy; Range: 1-5; 1 Target
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
You try to gauge how a recent action, something said, or other situation impacted them.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Character Data
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
?
Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
i
Training Points
Training points are gained through training. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain PP, you gain one Training Point.
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
?
Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
?
Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
?
Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 8 hours. This boon is lost after 24 hours of not eating.
?
Impulse
Impulse
A boon for feelings of motivation. This boon is usually gained after performing significant acts that are based on the character's influences. A boon of inspiration is lost in times of extreme duress as determined by your GM.
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 20 + [Character Rank x 15] + [Character Level] + [Body]
Max:
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]
Max:
Combat
Chakra
i
Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
Max:
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Max:
Healing Surge
i
Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
Max:
Social
Favor
i
Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Status
?
Status
Status
Status
?
Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
?
Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
?
Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose 25 HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
?
Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
?
Ethereal
Ethereal
Status The character is in the spirit realm. If the character has a physical body it is treated as unconscious.
?
Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
?
Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
?
Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
?
Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
?
Restrained
Restrained
Status Restrained characters cannot make any voluntary movements, although involuntary movements are unaffected. Attacks against this creature gain +1 Advantage.
?
Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Conditions
?
Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
?
Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
?
Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
?
Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
?
Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
?
Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
?
Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
?
Impaired
Impaired
Condition Impaired characters receive +1 Disadvantage on all skill checks.
?
Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
?
Paralyzed
Paralyzed
Condition A paralyzed creature can't use full or quick actions, can't use reactions, can’t voluntarily move, can't attack, and can speak only falteringly. Attacks are made against them at +1 Advantage.
?
Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
?
Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
?
Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
?
Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Emotions
?
Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
?
Disgusted
Disgusted
Emotion -
?
Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
?
Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
?
Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
?
Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
?
Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
?
Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
?
Joyful
Joyful
Emotion -
?
Saddened
Saddened
Emotion -
?
Surprised
Surprised
Emotion A surprised character can only perform one quick action on their turn. They cannot perform any full actions. Once the character's turn ends, this emotion also ends.
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Attributes
Body
i
Body
0
Precision
i
Precision
0
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
0
Conviction
i
Conviction
0
Intuition
i
Intuition
0
Reason
i
Reason
0
Defense
Brace
i
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]
0
Fortitude
i
Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]
0
Warding
i
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]
0
Hide
i
Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]
0
Reflex
i
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]
0
Evasion
i
Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]
0
Sense
Resolve
i
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]
0
Freewill
i
Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]
0
Insight
i
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]
0
Notice
i
Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]
0
Guile
i
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]
0
Scrutiny
i
Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]
0
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 20 + [Character Rank x 15] + [Character Level] + [Body]
0
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 5 + [Character Rank x 10] + + [Conviction]
0
Power
i
Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]
0
Accuracy
i
Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
0
Artistry
i
Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
0
Charisma
i
Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]
0
Recall
i
Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
0
Initiative
i
Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
0
Carrying Capacity
i
Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
0
Combat
Chakra
i
Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
0
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
0
Healing Surge
i
Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
0
Heal Value
i
Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
0
Armor
i
Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0
0
Hardness
i
Hardness
Life Hardness reduces damage from all damage sources by its value.
0
Resistance
i
Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
0
Weakness
i
Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
0
Base Speed
i
Base Speed
Movement Base Speed is the base number of spaces a character can move. This value can never be over a character's Move Potency. Base Speed is calculated as: 3
0
Speed Potency
i
Speed Potency
Movement Speed Potency is used to determine the maximum number of spaces a character can gain when performing a Stride Roll. Speed Potency is calculated as: 6
0
Skills
Agility
i
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Alchemy
i
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Analyze
i
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Build
i
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Channel
i
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Charm
i
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Conjure
i
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Cook
i
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Demoralize
i
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Empathy
i
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Enchant
i
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Finesse
i
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Grappling
i
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Heal
i
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Inspire
i
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Kinesis
i
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Might
i
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Misdirect
i
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Palming
i
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Physique
i
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Pilot
i
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Rationalize
i
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Resonance
i
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Search
i
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Shape
i
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Shoot
i
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Skirmish
i
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Sneak
i
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Throw
i
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Tinker
i
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Origin
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Origin
?
Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
i
Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Intro Name
i
Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Background
i
Background
This is the background story of your character. Add any details on the character's past here.
?
Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
i
Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Advanced Affinity
i
Advanced Affinity
An advanced affinity is a special trait the character may have that allows them to use more magic. This is typically reserved for special characters or player characters. An advanced affinity either comes as an advanced elemental branch allowing the character to cast special magic, or as a secondary element.
Advanced Branch (CR 2)
i
Advanced Branch (CR 2)
An advanced branch is a second special trait the character may have that allows them to use more magic. It does not reveal itself until a character has reached Character Rank 2. It always comes as an advanced elemental branch allowing the character to cast special magic.
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
i
Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Chat
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Chat
?
Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
Emote Name 2
Emote URL 2
Emote Name 3
Emote URL 3
Emote Name 4
Emote URL 4
Emote Name 5
Emote URL 5
Emote Name 6
Emote URL 6
Emote Name 7
Emote URL 7
Emote Name 8
Emote URL 8
Emote Name 9
Emote URL 9
Emote Name 10
Emote URL 10
Emote Name 11
Emote URL 11
Emote Name 12
Emote URL 12
Emote Name 13
Emote URL 13
Emote Name 14
Emote URL 14
Emote Name 15
Emote URL 15
Emote Name 16
Emote URL 16
Emote Name 17
Emote URL 17
Emote Name 18
Emote URL 18
Emote Name 19
Emote URL 19
Emote Name 20
Emote URL 20
Emote Name 21
Emote URL 21
Emote Name 22
Emote URL 22
Emote Name 23
Emote URL 23
Emote Name 24
Emote URL 24
Emote Name 25
Emote URL 25
Emote Name 26
Emote URL 26
Emote Name 27
Emote URL 27
Emote Name 28
Emote URL 28
Emote Name 29
Emote URL 29
Emote Name 30
Emote URL 30
?
Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Actions
Styles
Character
Chat
Origin
Details
Overview
?
Options
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Paralyzed
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Options
Actions
Styles
Character
?
Gear
Gear
⟩⟩
 
 
{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
{{/type-Full}} {{#type-Reaction}}
{{/type-Reaction}} {{#type-Swift}}
{{/type-Swift}} {{#type-Free}}
{{/type-Free}} {{#type-Other}}
{{/type-Other}} {{Displayname}}
{{Name}} {{#Resources}}
{{Resources}}
{{/Resources}} {{#Targeting}}
{{Targeting}}
{{/Targeting}}
{{#Trigger}}
Trigger: {{Trigger}}
{{/Trigger}} {{#Requirement}}
Requirement: {{Requirement}}
{{/Requirement}} {{#ItemTrait0}}
Item Traits: {{#ItemTrait0}}
{{ItemTrait0}} {{ItemTrait0Desc}}
{{/ItemTrait0}} {{#ItemTrait1}} ; or
{{ItemTrait1}} {{ItemTrait1Desc}}
{{/ItemTrait1}} {{#ItemTrait2}} ; or
{{ItemTrait2}} {{ItemTrait2Desc}}
{{/ItemTrait2}} {{#ItemTrait3}} or
{{ItemTrait3}} {{ItemTrait3Desc}}
{{/ItemTrait3}}
{{/ItemTrait0}} {{#type-FunctionBlock}}
{{#FlavorText}}
{{FlavorText}}
{{/FlavorText}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}}
{{/Trait0}}
{{/type-FunctionBlock}}
{{Effect0Name}}
{{Effect0Name}}
{{Effect0Desc}}
{{Effect0}}
{{#Effect1Name}}
{{Effect1Name}}
{{Effect1Name}}
{{Effect1Desc}}
{{/Effect1Name}} {{#Effect1}}
{{Effect1}}
{{/Effect1}} {{#Effect2Name}}
{{Effect2Name}}
{{Effect2Name}}
{{Effect2Desc}}
{{/Effect2Name}} {{#Effect2}}
{{Effect2}}
{{/Effect2}} {{#Effect3Name}}
{{Effect3Name}}
{{Effect3Name}}
{{Effect3Desc}}
{{/Effect3Name}} {{#Effect3}}
{{Effect3}}
{{/Effect3}} {{#Effect4Name}}
{{Effect4Name}}
{{Effect4Name}}
{{Effect4Desc}}
{{/Effect4Name}} {{#Effect4}}
{{Effect4}}
{{/Effect4}} {{#Effect5Name}}
{{Effect5Name}}
{{Effect5Name}}
{{Effect5Desc}}
{{/Effect5Name}} {{#Effect5}}
{{Effect5}}
{{/Effect5}}
{{#Def0}}
Definitions: {{Def0}}
{{Def0}}
{{Def0Desc}}
{{#Def1}} , {{Def1}}
{{Def1}}
{{Def1Desc}}
{{/Def1}} {{#Def2}} , {{Def2}}
{{Def2}}
{{Def2Desc}}
{{/Def2}} {{#Def3}} , {{Def3}}
{{Def3}}
{{Def3Desc}}
{{/Def3}} {{#Def4}} , {{Def4}}
{{Def4}}
{{Def4Desc}}
{{/Def4}} {{#Def5}} , {{Def5}}
{{Def5}}
{{Def5Desc}}
{{/Def5}}
{{/Def0}} {{#targetData}}
{{#consumeData}}[Consume Resources]({{consumeData}}){{/consumeData}} [Choose Targets]({{targetData}}$$@{target||token_id})
{{/targetData}}
{{Targets}} {{Name}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}} {{#Trait4}}
{{Trait4}} {{Trait4Desc}}
{{/Trait4}} {{#Trait5}}
{{Trait5}} {{Trait5Desc}}
{{/Trait5}}
{{/Trait0}} {{#WpnTrait0}}
{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
{{/WpnTrait0}} {{#WpnTrait1}}
{{WpnTrait1}} {{WpnTrait1Desc}}
{{/WpnTrait1}} {{#WpnTrait2}}
{{WpnTrait2}} {{WpnTrait2Desc}}
{{/WpnTrait2}} {{#WpnTrait3}}
{{WpnTrait3}} {{WpnTrait3Desc}}
{{/WpnTrait3}} {{#WpnTrait4}}
{{WpnTrait4}} {{WpnTrait4Desc}}
{{/WpnTrait4}} {{#WpnTrait5}}
{{WpnTrait5}} {{WpnTrait5Desc}}
{{/WpnTrait5}}
{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
{{/WpnAbility5}}
{{/WpnAbility0}}
{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
{{#Desc}}
{{Desc}}
{{/Desc}} {{#OnHit}}
On Hit: {{OnHit}}
{{/OnHit}}
{{/type-DescBlock}}
 
[text]({{image}})
{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
{{/trait0}} {{#trait1}}
[{{trait1}}] {{trait1Desc}}
{{/trait1}} {{#trait2}}
[{{trait2}}] {{trait2Desc}}
{{/trait2}} {{#trait3}}
[{{trait3}}] {{trait3Desc}}
{{/trait3}} {{#trait4}}
[{{trait4}}] {{trait4Desc}}
{{/trait4}} {{#trait5}}
[{{trait5}}] {{trait5Desc}}
{{/trait5}}
{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
{{description}}
{{/description}} {{#check}}
{{check}}
{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#header}}{{header}}{{/header}}

{{title}}

{{sub}} {{#footer}}{{footer}}{{/footer}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{message}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}